// Emacs style mode select   -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
//
// DESCRIPTION:
//      Refresh/render internal state variables (global).
//
//-----------------------------------------------------------------------------

#ifndef __R_STATE__
#define __R_STATE__

// Need data structure definitions.
#include "d_player.h"
#include "r_data.h"

//
// Refresh internal data structures,
//  for rendering.
//

// needed for texture pegging
extern fixed_t*         textureheight;

// needed for pre rendering (fracs)
extern fixed_t*         spritewidth;

extern fixed_t*         spriteoffset;
extern fixed_t*         spritetopoffset;

extern lighttable_t*    colormaps;

extern int              viewwidth;
extern int              scaledviewwidth;
extern int              viewheight;

extern int              firstflat;

// for global animation
extern int*             flattranslation;
extern int*             texturetranslation;

// Sprite....
extern int              firstspritelump;
extern int              lastspritelump;
extern int              numspritelumps;

//
// Lookup tables for map data.
//
extern int              numsprites;
extern spritedef_t*     sprites;

extern int              numvertexes;
extern vertex_t*        vertexes;

extern int              numsegs;
extern seg_t*           segs;

extern int              numsectors;
extern sector_t*        sectors;

extern int              numsubsectors;
extern subsector_t*     subsectors;

extern int              numnodes;
extern node_t*          nodes;

extern int              numlines;
extern line_t*          lines;

extern int              numsides;
extern side_t*          sides;

//
// POV data.
//
extern fixed_t          viewx;
extern fixed_t          viewy;
extern fixed_t          viewz;

extern angle_t          viewangle;
extern player_t*        viewplayer;

// ?
extern angle_t          clipangle;

extern int              viewangletox[FINEANGLES/2];
extern angle_t          xtoviewangle[SCREENWIDTH+1];
//extern fixed_t                finetangent[FINEANGLES/2];

extern fixed_t          rw_distance;
extern angle_t          rw_normalangle;

// angle to line origin
extern int              rw_angle1;

// Segs count?
extern int              sscount;

extern visplane_t*      floorplane;
extern visplane_t*      ceilingplane;

#endif  // __R_STATE__
